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Undo/Redo not working in 3D editor #58251
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This is likely because the script editor intercepts undo/redo shortcuts. This sounds related to #53424, which can be reproduced on 3.4 and 3.5beta1. |
I just noticed it's not only the undo/redo shortcuts but also ESC...well probably all shortcuts that are used by the script editor. Or maybe just keyboard inputs in general. |
For whatever reason this is a regression from #57900 EDIT: |
I want to inspect this |
@timothyqiu make sure to setup a 3D as main scene before, so you don't have to click anywhere when you launch Godot. Then reopen Godot and you should be able to directly reproduce it in the main scene. |
So far:
|
OK, I probably know how things happen now, but I wonder why it does not happen on
CC @KoBeWi Test Script# Run with /path/to/godot -s /path/to/this
extends SceneTree
func _init():
print("---------- start ----------")
var a := Control.new()
root.add_child(a)
var b := Control.new()
a.add_child(b)
a.hide()
b.hide()
b.show()
stat("a", a)
stat("b", b)
print("---------- done ----------")
quit()
func stat(name, n):
prints("%s visible_in_tree: %s visible: %s" % [name, n.is_visible_in_tree(), n.visible]) I wonder if this line is correct: godot/scene/main/canvas_item.cpp Lines 62 to 66 in 6be59ae
|
IIUC this should be fixed by #58386, can someone confirm? |
Yes, this was fixed. |
Godot version
3,x (747d11b)
System information
Windows 11
Issue description
Undo/Redo is not working in the 3D editor when performing transform operations. Seems to only happen directly after starting Godot. When you do an undo/redo operation in the script editor and then try it again in 3D it works.
Does not happen in 3.5 beta1. Not tested on master.
Steps to reproduce
Minimal reproduction project
No response
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